Compare Grow Home prices across 50+ stores and find the best deal. Developed by Reflections, a Ubisoft Studio. Published by Ubisoft. Released on 2/4/2015. Available on PC. Genres: Adventure, Casual, Indie. Metacritic score: 75/100.

A procedurally animated robot climbs an alien world by growing a massive beanstalk into the sky. Small, strange, and oddly peaceful.

Grow Home is a third-person climbing game from Reflections in which you play BUD, a clumsy little robot sent to harvest a colossal Star Plant and carry its seeds back to his ship. The core loop is simple: grab branches, extend them toward floating rock islands, unlock new heights, repeat. But describing it that way strips out everything that makes it feel alive. BUD moves with procedural animation, meaning his arms and legs independently reach for whatever surface you direct them toward, using the left and right triggers to grab independently. It sounds fiddly because it is, slightly, and that friction is the whole point. The world is a vertical one. You are always looking up at where you need to go, and the ground falls away into mist faster than you expect. There are no combat systems, no enemies to fight, no upgrade trees to fill. What exists instead is a quiet, unhurried sense of discovery built around momentum and height. Finding a new cluster of crystal flowers at a ledge you barely reached, or accidentally launching BUD off a branch at terminal velocity and somehow catching a vine on the way down, produces a specific flavor of joy that bigger open worlds rarely bother with. The scale feels personal. Every meter of altitude is earned. The Star Plant itself is the game's best mechanic. You redirect its growth by grabbing a shoot and steering it toward a glowing energy flower on a distant island. The plant stretches, bends, and builds the scaffolding for your next climb. You become both gardener and mountaineer, and the two roles fold into each other naturally. The handful of collectibles scattered around the world add light exploration incentive without turning the game into a checklist. It respects your attention without demanding all of it. What holds it back, honestly, is its brevity and its lack of depth beyond the central idea. The world is beautiful in an early-PS2 minimalist way but does not expand much in visual variety. The camera can be unkind during precise climbs. Players expecting narrative payoff or systemic complexity will find the ending arrives before those hungers are satisfied. This is a six-hour game that knows it is a six-hour game, which is admirable, but it also means there is a ceiling on how much it can offer repeat players. The ambient soundtrack does quiet, effective work throughout, the kind of understated electronic score that you notice only when it stops. Grow Home earns its Very Positive rating not through polish or breadth but through sincerity. It was made by a small team clearly trying something odd inside a major publisher, and the oddness survived. BUD is genuinely endearing without a word of dialogue. The climbing feels physical in a way most platformers do not bother to simulate. If you have ever wanted a game that is primarily about the sensation of height and the satisfaction of growing something improbable through the sky, this delivers that with a lot of care packed into a modest package. Kai, Scout Team

Grow Home
AdventureCasualIndie

Grow Home

Feb 4, 2015Reflections, a Ubisoft StudioUbisoft
GamerScout Says

A procedurally animated robot climbs an alien world by growing a massive beanstalk into the sky. Small, strange, and oddly peaceful.

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About Grow Home

Grow Home is a third-person climbing game from Reflections in which you play BUD, a clumsy little robot sent to harvest a colossal Star Plant and carry its seeds back to his ship. The core loop is simple: grab branches, extend them toward floating rock islands, unlock new heights, repeat. But describing it that way strips out everything that makes it feel alive. BUD moves with procedural animation, meaning his arms and legs independently reach for whatever surface you direct them toward, using the left and right triggers to grab independently. It sounds fiddly because it is, slightly, and that friction is the whole point. The world is a vertical one. You are always looking up at where you need to go, and the ground falls away into mist faster than you expect. There are no combat systems, no enemies to fight, no upgrade trees to fill. What exists instead is a quiet, unhurried sense of discovery built around momentum and height. Finding a new cluster of crystal flowers at a ledge you barely reached, or accidentally launching BUD off a branch at terminal velocity and somehow catching a vine on the way down, produces a specific flavor of joy that bigger open worlds rarely bother with. The scale feels personal. Every meter of altitude is earned. The Star Plant itself is the game's best mechanic. You redirect its growth by grabbing a shoot and steering it toward a glowing energy flower on a distant island. The plant stretches, bends, and builds the scaffolding for your next climb. You become both gardener and mountaineer, and the two roles fold into each other naturally. The handful of collectibles scattered around the world add light exploration incentive without turning the game into a checklist. It respects your attention without demanding all of it. What holds it back, honestly, is its brevity and its lack of depth beyond the central idea. The world is beautiful in an early-PS2 minimalist way but does not expand much in visual variety. The camera can be unkind during precise climbs. Players expecting narrative payoff or systemic complexity will find the ending arrives before those hungers are satisfied. This is a six-hour game that knows it is a six-hour game, which is admirable, but it also means there is a ceiling on how much it can offer repeat players. The ambient soundtrack does quiet, effective work throughout, the kind of understated electronic score that you notice only when it stops. Grow Home earns its Very Positive rating not through polish or breadth but through sincerity. It was made by a small team clearly trying something odd inside a major publisher, and the oddness survived. BUD is genuinely endearing without a word of dialogue. The climbing feels physical in a way most platformers do not bother to simulate. If you have ever wanted a game that is primarily about the sensation of height and the satisfaction of growing something improbable through the sky, this delivers that with a lot of care packed into a modest package. Kai, Scout Team

Tags

steamProcedural AnimationVertical ExplorationSingle Mechanic FocusRelaxing PlatformerShort and CompleteAtmospheric SoundtrackPhysics-Based Climbing

System Requirements

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Reviews & Ratings

Metacritic
75
Steam
92%(5,584)

Game Info

Developer
Reflections, a Ubisoft Studio
Publisher
Ubisoft
Release Date
Feb 4, 2015

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